Critic Architecture Matters: Dual vs. Unified Critics for Humanoid Loco-Manipulation

Critic Architecture Matters: Dual vs. Unified Critics for Humanoid Loco-Manipulation

Mehmet Turan Yardımcı · N/A · 2026

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Summary

Multi-objective reinforcement learning for humanoid robots must coordinate locomotion and manipulation within a single policy.

Abstract Summary

Multi-objective reinforcement learning for humanoid robots must coordinate locomotion and manipulation within a single policy. A natural design choice is whether to use a single (unified) critic that estimates the combined value of all objectives, or separate (dual) critics with disjoint reward signals. We present a controlled comparison on the Unitree G1 humanoid (23 active DoF) in NVIDIA Isaac Lab, training loco-manipulation policies through a sequential curriculum spanning 13 levels from stationary reaching to walking with variable-orientation targets. In standardized evaluation, dual-critic policies reach targets 3.5 times faster (6.5 vs. 22.6 simulation steps), achieve 2 times higher throughput (14.3 vs. 7.0 validated reaches per 1,000 steps), and attain higher validated reach rates (65.2% vs. 53.8%) compared to the unified-critic policy. Notably, additional anti-gaming reward mechanisms provide no further improvement beyond the architectural change alone (60.9% vs. 65.2%). These results have direct implications for the emerging paradigm of RL fine-tuning of imitation-learned policies: when refining a pre-trained manipulation policy with RL, a unified critic risks suppressing the learned behavior through competing locomotion gradients. These findings demonstrate that critic architecture is a primary - and often overlooked - design choice in multi-objective humanoid RL, with greater impact than reward engineering on reaching efficiency.

Key Points

  • Controlled comparison of dual vs. unified critic architectures for humanoid loco-manipulation.
  • Dual-critic policies reach targets 3.5x faster and achieve 2x higher throughput than unified critics.
  • Critic architecture has greater impact on performance than reward engineering or anti-gaming mechanisms.
  • Findings are directly relevant to RL fine-tuning of pre-trained manipulation policies.

Method

We train a Unitree G1 humanoid robot in NVIDIA Isaac Lab [ 14 ] . The robot has 23 active DoF, of which the policy controls 17 : 12 leg joints and 5 arm joints (right arm: shoulder pitch/roll/yaw, elbow pitch/roll). Wrist and hand joints are held fixed throughout training and evaluation. Parallel environment counts differ by run and are reported per run in Sec. IV-A .

Training proceeds sequentially: Stages 1–3 train locomotion only; Stage 6 trains both branches jointly for loco-manipulation.

Method — Critic Architecture Matters: Dual vs. Unified Critics for Humanoid Loco-Manipulation
Fig. 2: Dual-critic policy (S6s) during play evaluation. The Unitree G1 reaches toward a target (green sphere) with the red marker indicating the end-effector tracking point.

Experiments

All runs use NVIDIA Isaac Lab on a single RTX 5070 Ti GPU (12GB VRAM), achieving approximately 17,000 steps/second. The two runs of the main comparison (S6u, S6s) each used 2048 parallel environments for 20,000 iterations; the anti-gaming variant (S7) used 4096 for 15,000 iterations.

Sources and Demonstrations

Figures are reproduced from Yardımcı See the full paper for experimental details and the project page, when the paper links one, for demonstrations and videos.

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